camera-pan-zoom-controls
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
Skill by 0xheycat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xheycat-camera-pan-zoom-controls
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/camera-pan-zoom-controls
What's inside
- Skill name
camera-pan-zoom-controls- Description
- Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
- License
- MIT
- Instructions
- 48 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Camera Pan & Zoom Controls ## Overview A camera is a single transform applied before drawing. This skill implements pan (drag), zoom (toward cursor), and clamping to map bounds, keeping tiles pixel-aligned to avoid shimmer. ## When to Use - The world is bigger than the screen. - You need drag-to-pan and scroll-to-zoom. - Tiles shimmer or the camera leaves the map. ## Process 1. Represent the camera as offset (x, y) and scale (zoom). 2. Apply it once per frame before drawing (translate then scale). 3. Pan by adding drag delta to the offset. 4. Zoom toward the cursor: adjust offset so the point under the cursor stays put. 5. Clamp offset and zoom so the view never leaves the map bounds. 6. Snap the final transform to whole pixels to avoid tile shimmer. 7. Feed the inverse transform into `tile-picking-interaction`. ```js ctx.setTransform(zoom,0,0,zoom, -cam.x*zoom, -cam.y*zoom); ``` ## Rationalizations (Stop Lying to Yourself) | Excuse | Reality | |---|---| | "Zoom toward center is fine" | Users expect zoom toward the cursor. Anchor the zoom point. | | "Clamping is optional" | Without clamps the player pans into the void. Clamp to bounds. | ## Red Flags - STOP if you catch yourself: - Zoom anchored to screen center, not cursor. - No bounds clamping. - Sub-pixel camera offsets causing shimmer. ## Verification You are NOT done until every box is checked: - [ ] Drag pans and scroll zooms toward the cursor. - [ ] Camera is clamped within map bounds at all zooms. - [ ] Transform snaps to whole pixels (no shimmer).
From 0xheycat/isometric-game-skills, MIT.
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
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Signals
- Stars
- 40
- Forks
- 5
- Open issues
- 3
- Last commit (this folder)
- Jun 10, 2026 (4 months ago)
- Last release
- Jun 10, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
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Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
godot4-isometric-tilemap
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
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asset-pipeline-automation
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
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Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
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Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
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Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
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Cite this page
camera-pan-zoom-controls skill. Agent Mart. https://agentmart.dev/skills/0xheycat-camera-pan-zoom-controls (last updated 2026-10-24)